Contactless card reading in a gaming machine

ABSTRACT

A gaming machine may be activated by an individual player for subsequent play by displaying to the gaming machine, without physical contact with the gaming machine, a card carried by the player. The card carries indicia which may include suitable electronic memory, to be sensed by apparatus associated with the gaming machine, to cause the wireless transfer of individualized data concerning the player from the card to the gaming machine or to a computer network that is associated with the gaming machine. The data is evaluated against a stored database, which database may include identification of the card holder. The data is then evaluated against the stored database, and the gaming machine is activated for subsequent play upon favorable evaluation of the data.

BACKGROUND OF THE INVENTION

[0001] Cashless gaming machines offer many advantages, and areaccordingly attractive to both casinos and players. The term “casino” asused herein relates not only to conventional, large casinos, but to anybusiness establishment where one or more gaming machines are present forcommercial playing.

[0002] As taught for example in Franchi U.S. Pat. No. 5,770,533, acasino operating system may provide cashless gaming in which therespective player positions are equipped with a control panel includinga card reader into which a credit card is inserted. However, there is ahistorical problem associated with inserting cards into gaming machines.Frequently, the players forget their cards and leave them behind in thegaming machine card readers.

DESCRIPTION OF THE INVENTION

[0003] By this invention, gaming machines are provided with contactlesscard readers in which cards are not inserted into a receptacle forreading. Thus, the card never leaves the possession of the user, and theproblem of loss, as well as other significant problems, are solved.

[0004] For example, the card readers may be embedded into the slotmachines, and the player merely needs to move the card in front of themachine without any contact. Thus, the card reader can be protected fromdamage, as well as from direct access by cheats or thieves. Also, thecard will not be damaged by the machine as sometimes is the case in the“card eating” problem of conventional machines, having a recess thatreceives the card for direct contact reading.

[0005] More specifically, the invention relates to a method ofactivating a gaming machine by an individual player for subsequent play.The method comprises the steps of: displaying to said gaming machine,without physical contact with the gaming machine, a card (or otherdevice) carried by the player. The card or other device may comprisesuitable apparatus to permit the wireless transfer of individualizeddata concerning the player from the card to the gaming machine, or to acomputer network that is associated with the gaming machine, and suchdata is so transferred. The card may comprise suitable electronics andan antenna to send and receive radio or microwave signals.Alternatively, the card or other device may carry optical indicia whichmay be sensed by an optical sensor, for example, a bar code system orthe like. The term “card” is intended to include other personallycarried devices having equivalent function, such as a bracelet, anecklace, a rod, a disc, or a small box.

[0006] Furthermore, a “card” in accordance with this invention can becarried as an integral part of personal clothing, for example, on thesleeve of a shirt or jacket and integrally attached thereto, on a hat asan integral part thereof, as a belt or belt buckle, or the like. Thus, agiven casino can provide favored players with a special card-carryinghat, jacket, or belt buckle, which permits the automatic actuation ofgaming machines without the need for the user to present any other cardto a given gaming machine.

[0007] Then, by this method, one provides a step of evaluating thetransferred, individualized data against a stored database. For example,this data may include an identification of the user, and it may containa balance of cash, either representing an actual cash deposit which maybe transferred to or through the gaming machine as play takes place, andcash which may be received as prizes from the gaming machine andtransferred back to the card as a cash entry. Alternatively, it maycomprise an upper credit limit for the card and the player and a currentbalance. Other data as well may be provided as desired.

[0008] The gaming machine is then activated upon favorable evaluation ofthe data against the database, for the subsequent play of the gamingmachine by the player.

[0009] It may be also desirable for the player to physically actuate thegaming machine as a separate, added step in order to activate themachine. This might done by the simple pressing of a button. Thus, ifthe player just walks by the machine, perhaps having the card in hishand, or pocket, the machine will not read the card and activate themachine, in the absence of the physical pressing of a button by whichthe player indicates his desire to activate the machine.

[0010] As another possibility, it may be necessary to activate themachine for the player by moving the card in closely spaced relation toa sensor on the gaming machine, to display the card to the gamingmachine without physical contact. This system can also serve togenerally avoid accidental activation of the machine, since a ratherdeliberate act by the part of the player is required.

[0011] It may also be desirable to require the player to provide aseparate, personal identification to the gaming machine in the form ofletters or numbers (such as a PIN number), as a necessary requisite tothe machine activation. The advantages of having a personal PIN numberare well known, relating largely to protection against use byunauthorized third parties if the card is lost or stolen.

[0012] Alternatively, a separate, personal identification of the playercan be accomplished by a technique of biometrics, such techniques beingknown to the art; for example, fingerprint identification, computerizedfacial recognition, ear or eye pattern recognition, voice recognition,or the like, so that the player does not have to enter a pin number, butcan be automatically recognized by such a technique.

[0013] Techniques of this type are described in U.S. patent applicationSer. No. 09/491,899, assigned to the assignee of this application.Preferably the biometric information for the pin number may be carriedon the card, to be compared with the pin number provided by the user orthe biometric data obtained from scanning the would-be user, making useof a sensing and comparison system carried in the gaming machine, orreceived by the gaming machine and sent to a central computer whereproper comparison can be made to authenticate the identity of thewould-be player.

[0014] Any one of the above possibilities may be used separately ortogether in any combination, in accordance with this invention.

[0015] As another option, after evaluation of the individualized data,the gaming machine may be activated in a specific mode selected from aplurality of possible modes of activation, the specific modes selectedbeing a function of the individualized data. For example, the player maybe personally registered in the database, with various facts andcharacteristics of his playing and other preferences being of record.This may be processed in accordance with a paradigm entered into themachine programming, to present to the player personalized optionsrelative to a particular choice of games to be played, without theplayer having to go through a normal pattern of selection for a desiredgame. This may be based on the player's previous habits. Also, thespecific mode selected from the plurality of possible modes ofactivation may include one or more special offers of a benefit oractivity for the player: special purchase options, special activitieseither offered free or for a reduced price, depending upon the pasthistory of the player. Particularly, favored customers may receive ahighly individualized treatment from each of the gaming machines thatthey frequent through the use of the contact-free cards and the methodof this invention.

[0016] One desirable option for the invention is to provide to a “smart”card used in this invention the capability of personally saving the gamethat the player is involved in. For example, a progressive game may besaved with the player then being able to temporarily put a hold on theplay, and come back later to enter into the game at the very same spotand to finish it. Similarly, with respect to an electronic bingo game,such a game would be desirably saveable by insertion by the player ofproper instructions into the key pad. Such saving of such games mighttake place by either entry into the memory of the computer database, orby special instructions transmitted to the smart card, which would thenbe retransmitted when game play began again at any appropriate gamingmachine.

[0017] The respective cards may be of the “smart” variety or otherwise,and may carry variable data resulting from electronic or otherinteractions with a sensor associated with the gaining machine. Forexample, a running balance of funds or credit available for playing maybe carried on the card, changing as two-way interaction takes placebetween the card and one or more sensors associated with gamingmachines. Alternatively, the sensor itself may be in the vicinity of thegaming machine, but may be separate and not associated with a particulargaming machine, to provide similar activities with the advantagesdescribed above. The cards may also carry and manage separate accountsfor the player, such as an account for video poker activities, and aseparate account for his activities with other games.

[0018] Cards with bar codes or other optical systems may be used in anoncontact way for many of the above results and advantages.

[0019] Various perks, benefits, or complimentary items such as freedinners or discounted show tickets may be offered to the player on thescreen of a gaming machine, depending on who the player is resultingfrom the information that is on the card used in this invention.

[0020] Electronic cards used in this invention may utilize the Philips'MIFARE® interface technology, if desired.

DESCRIPTION OF THE DRAWINGS

[0021] In the drawings,

[0022]FIG. 1 is a perspective view of a gaming machine and the hand of aplayer having a card in the process of activating the gaming machine.

[0023]FIG. 2 is a plan view of an electronic “smart” card that might beused in accordance with this invention.

[0024]FIG. 3 is a plan view of an optical card that might be used inthis invention, which card carries a bar code.

[0025]FIG. 4 shows a player's arm carrying an electronic wristwatchwhich also functions as a smart card for purposes of this invention.

DESCRIPTION OF SPECIFIC EMBODIMENT

[0026] Referring to the drawings, a gaming machine 10 is shown, whichmay be any kind of gaming machine, for example a spinning reel machineor an electronic video gaming machine which plays different kinds ofgames. The machine may be linked into a network connecting with acentral computer 12, or it may be of the stand alone type. The networkoperated by computer 12 may include a number of connection circuits 14which communicate with gaming machine 10 and other similar gamingmachines.

[0027] In accordance with this invention, a player and guest of thecasino has typically registered or received his or her card 16 for playamong the many gaming machines of the casino. When the player wishes toplay a particular game 10, the person displays card 16 to the gamingmachine and, typically, also pushes actuator button 18 to instructmachine 10 to read card 16 and activate the machine. The advantage ofthis is particularly found in the nonoptical systems where a cardcommunicates with the machine by a radio frequency (RF) signal. Ifmachine 10 were always active to sense an RF signal, the machine mightbe activated when the customer walks by with the card in his or herpocket.

[0028] Also, as stated above, card 16 could be in the form of a specialnecklace, wristwatch or other bracelet, clothing article, or the like,so that the simple pushing of button 18 will activate the machine asreader 20 senses the card and the indicia thereon.

[0029] Also, it is typically desirable for the player to have at leastthe option to enter a PIN number at keyboard 22, for purposes ofsecurity in the event that card 16 is lost. Alternatively, a biometricsystem may be used, as referred to above, such as a facial scan, causingthe computer to recognize the player.

[0030] Gaming machine 10 also may have a bill/coin collector 24 for useby cash customers. Screen 26 displays the desired game.

[0031] Referring to FIG. 2, an electronic “smart” card 16 a is shown inwhich card 16 a carries an electronic memory and logic chip 30, poweredby replaceable small, flat battery 32, with the card also carryingelectronic antenna 34. Alternatively, the card electronics may operateby an induced current without a battery.

[0032] When such a card 16 a is presented to an appropriate gamingmachine 10, it may be conventionally read by card reader 20 in gamingmachine 10. Card 16 a may be activated by a signal module 36 in machine10 which activates card 16 to transmit its identification signal toreader 20 via antenna 34 as a radio frequency or microwave signal,typically upon pressing of button 18. This activates the machine to beready to receive the PIN number on key pad 22 if it is desired for a PINnumber to be used or a biometric authentication can be used. Uponauthentication of card 16 a the machine may be ready for play.Alternatively, the function of button 18 may be carried by key pad 22 soa simple pressing of any key pad button 22, will actuate the machine tosignal card 16 a through transmitter 36 and to receive theauthenticating signal from card 16 a by sensor 20. Other known systemsfor utilization of an electronic card may also be used in thiscircumstance, for noncontact validation and authentication of a playerat a gaming station.

[0033] Smart card 16 a can carry a credit record on behalf of theplayer, or even may carry electronic cash which has been placed there asan actual cash entry to be honored by banks, by the two waycommunication that is possible between card 16 a and gaming machine 10.The credit or cash balance may rise or fall as play continues, dependingupon the amount of play by the player and the rewards that he or she maywin. Thus, the player may have a continuously updated cash or creditbalance in his smart card 16 a. If he leaves one machine and goes toanother, the new machine, upon communication with card 16 a, will knowthe cash balance and will be able to act appropriately by providing theplayer with machine action as long as the player's cash or creditbalance is appropriate. Then, at the end of the day, the player can cashout his card, if appropriate, at a central cashier or automated kiosk.The player can also read the card at any time at a gaming machine orkiosk, to see the current cash or credit balance.

[0034] Turning to FIG. 3, this card carries a bar code which identifiesthe player, and also may carry other indicia relating to the player.Such a card 16 b may be presented to an optical card reader, which couldcomprise reference numeral 20 in that circumstance, conveying theidentification data of the card holder to gaming machine 10, typicallyafter activation by button 18 or alternatively activation by key pad 22.Then, the player would typically punch in his PIN number for completeactivation of the machine, or this authentication might be accomplishedby a biometric technique as described above. In this circumstance,further data concerning the player such as his cash or credit balancemight be stored in the central computer 12, with the cash or creditbalance interactions going back and forth between gaming machine 10 andcentral computer 12. Periodically, the user's cash balance could bedisplayed on screen 26, or any time on request of the player by the useof key pad 22. Similarly, winnings from gaming machine 10 might beprovided through cash trough 42, or might be transmitted to thepatient's account in central computer 12, the status of which would beaccessible by the player at any time through key pad 22. Typically, card16 b would be swept in front of optical sensors 20 in the manner of aconventional bar code reader.

[0035] Here also, the player can move with his optical card 16 b frommachine to machine, being identified by the card and PIN number throughthe action of the communication of each machine 10 with central computer12 or, if machine 10 is unconnected, by memory stored in that individualmachine by a connected microprocessor system.

[0036] Since the player is identified by the electronic system 10, 12with either card 16 a or 16 b, the database concerning this player mayhave special, personalized characteristics of interaction with theplayer, in a manner depending upon the program of the casino operation.For example, certain players may be invited to a free dinner at anappropriate time if they meet desired criteria as set up in centralcomputer 12. The same may go for free or discount tickets to a show thatis playing. Personalized statements, messages, encouragements, offers,suggestions and the like may be displayed to the player no matter whatmachine he is playing, as he or she travels around the casino. When theplayer steps up to a certain specific machine 10 and actuates it withthe card, the database in the machine or in central computer 12 mayrecognize the person as having certain favorite games. It can greet himby name and ask if he or she wishes to play one of his or her favorites.Such a personalized atmosphere can envelop the player as he or she movesaround the casino, being personally greeted by every machine that he orshe actuates in the manner of a valet or doorman who knows you well.This adds significantly to the enjoyment and comfort of the experienceby the players. If the player is wearing a bracelet, belt, hat, ornecklace card, for example, the experience can be similar to not havinga card at all, with the machine automatically reading the bracelet,belt, hat, or necklace, as the user reaches toward the machine, forexample, to activate it.

[0037] Referring to FIG. 4, the “card carried by the player” may inaccordance with this invention comprise a wristwatch 16 c carried by theplayer, in which the wristwatch is typically electronic and carries thenecessary smart card electronic components (of the type illustrated inFIG. 2) built into the wristwatch so that a decorative, fashionablewristwatch may carry the smart card technology capable of being used asdescribed herein, without any need to withdraw a card from the wallet orthe like. In this and other embodiments, gaming machines canautomatically greet the holders of cards 16 a, 16 b, or 16 c, evenbefore the machine has been activated if desired, although generally, toplay a machine, the card holder will activate it either through pressinga button 18 or 22 and/or entering of a pin number into key pad 22 or bybiometric scan. Similar smart card electronic components may be placedin a necklace, a lapel pin, a decorative bracelet that is not awristwatch, a belt, a hat, or other articles of personal adornment.

[0038] The above has been offered for illustrative purposes only, and isnot intended to limit the scope of the invention of this application,which is as defined in the claims below.

That which is claimed is:
 1. The method of activating a gaming machineby an individual player for subsequent play, which comprises: displayingto said gaming machine, without physical contact with said gamingmachine, a card carried by the player, said card comprising suitableelectronics and an antenna, causing the wireless transfer ofindividualized data concerning the player from the card to the gamingmachine or to a computer network that is associated with said gamingmachine; evaluating said data against a stored database, and activatingsaid gaming machine for said subsequent play upon favorable evaluationof said data.
 2. The method of claim 1 in which the player alsophysically actuates the gaming machine as a separate, added step toactivate the machine.
 3. The method of claim 1 in which the player movesthe card in closely spaced relation to a sensor on said gaming machineto display said card to the gaming machine.
 4. The method of claim 1 inwhich the player also provides a separate, personal identification tothe gaming machine in the form of letters or numbers as a necessaryprerequisite to said machine activation.
 5. The method of claim 1 inwhich apparatus for biometric scanning provides a biometric scan of saidplayer as a necessary prerequisite to said machine activation.
 6. Themethod of claim 1 in which, after evaluation of said data, the gamingmachine is activated in a specific mode selected from a plurality ofpossible modes of activation, the specific mode selected being afunction of the individualized data.
 7. The method of claim 6 in whichthe specific mode selected comprises a particular game or choice ofgames to be played.
 8. The method of claim 6 in which the specific modeselected comprises a special offer of a benefit or activity for theplayer.
 9. The method of activating a gaming machine by an individualplayer for subsequent play, which comprises: displaying to said gamingmachine, without physical contact with said gaming machine, a cardcarried by the player, said card carrying indicia which may be sensed byapparatus associated with the gaming machine, causing the wirelesstransfer of individualized data concerning the player from the card tothe gaming machine or to a computer network that is associated with saidgaming machine; evaluating said data against a stored database; andactivating said gaming machine for subsequent play upon favorableevaluation of said data.
 10. The method of claim 9 in which said indiciaon the card are optical indicia.
 11. The method of claim 9 in which theindicia on said card are indicia comprising members for magnetic sensingby apparatus associated with the gaming machine.
 12. The method of claim9 in which the player also physically activates the gaming machine as aseparate, added step needed to activate the machine.
 13. The method ofclaim 9 in which the player moves the card in closely spaced relation tosaid apparatus on the gaming machine to display said card to the gamingmachine.
 14. The method of claim 9 in which said player also provides aseparate, personal identification to the gaming machine in the form ofletters or numbers as a necessary prerequisite to said machineactivation.
 15. The method of claim 14 in which apparatus for biometricscanning provides a biometric scan as said separate, personalidentification.
 16. The method of claim 9 in which, after evaluation ofsaid data, the gaming machine is activated in a specific mode selectedfrom a plurality of possible modes of activation, the specific modeselected being a function of the individualized data.
 17. The method ofclaim 16 in which the specific mode selected comprises a particular gameor choice of games to be played.
 18. The method of claim 16 in which thespecific mode selected comprises a special offer of a benefit oractivity for the player.
 19. The method of claim 9 in which saidindividualized data are transferred by a radio or microwave frequencysignal from the card to the gaming machine or said computer network. 20.The method of claim 9 in which said indicia are electronic indiciastored in a memory of a microprocessor carried in the card.
 21. Themethod of claim 9 in which the card is carried by the player in the formof an article of personal adornment or clothing.
 22. The method of claim21 in which the card is carried by the player in the form of awristwatch.
 23. The method of claim 21 in which the player alsophysically activates the gaming machine as a separate, added step toactivate the machine.
 24. The method of claim 23 in which the playeralso provides a separate, personal identification to the gaming machinein the form of letters or numbers as a necessary prerequisite to saidmachine activation.
 25. The method of claim 24 in which, afterevaluation of said data, the gaming machine is activated in a specificmode selected from a plurality of possible modes of activation, thespecific mode selected being a function of the individualized data. 26.The method of claim 9 in which said card carries a microprocessor, saidmicroprocessor providing a plurality of separate accounts to the user.27. An article of personal adornment or clothing which further carriessuitable electronics and an antenna to permit the wireless transfer ofindividualized data concerning the wearer from the electronics to agaming machine or to a computer network that is associated with a gamingmachine.
 28. The article of claim 26 which is in the form of awristwatch.